I really liked this game a lot more than I thought. It's a 10x10 room maze of fairly simple needle, where the player has to find the route to the next save. Once you reach that save, it fades out to avoid the confusion of accidentally saving at it again. The platforming is not overly difficult minus a few semi-tricky jumps in a few places, but the game is quite long and I really enjoyed trying to figure out how to use where you are now, to get to somewhere else.

There's obviously a massive amount of screen transitions and jumps through transitions, and the maker doesn't make these transitions dangerous in most cases, so it never feels cheap or unfair where you jump into a hole blind and fear landing on a spike. It's probably not for everyone, but I liked the concept and thought the maker did a great job weaving the screens together to make this massive maze.

This game is great. The needle itself is pretty easy (aside from a few weirdly precise jumps), but the real challenge is situational awareness. You actually have to look ahead (!) and think about where you're going, which is pretty fresh. By the end of the game I felt like I had developed a skill in analyzing interlocking level design to figure out where to go next. Sadly, I feel like this is not a skill I will be using very often.

As an aside, I really like the fact that saves fade out after you use them, such that you never accidentally save at an old save and lose progress, but I wish it had been communicated better. I didn't realize it was a thing before seeing it stated on these delfruit reviews. Also, I think a harder version of this game (not needle-wise, but maze-wise) would benefit from not having saves fade out. This would punish a lack of situational awareness and make things more tricky. That said, the design would need to be a little different. The interlocking in this game is so broad that it's quite easy at any point in the game to lose all your hours of progress by accidentally saving at an old save. In a harder version of this game, interlocking should probably not be that broad. A challenging maze is one thing, but needing to redo hours of progress due to a single mistake is not something many people will enjoy.

The needle was pretty boring to be honest, but it was nice. What ruined the experience for me is a bug, or I think it was a bug, that made the last 6 saves not work correctly, they still saved, but they didn't become translucent or what ever.